Decals: Add support for rigged meshes + optimization for speed #13111
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
See https://forum.babylonjs.com/t/decals-are-not-supported-for-glb-files/34571/21
The doc has also been updated (BabylonJS/Documentation#673).
I have tried to remove a number of object creations (
Vector3
/Vector4
) to lower GC pressure, at least in the main paths.Also, to avoid over-complicating the code even more, I handle only the first 4 matrix indices/weights of a rigged mesh when creating new vertices at the clipping stage (vertices that are not clipped retain their full indices/weights). I did not see any artefacts because of that in my testings. This code can be revisited later if necessary.